3ds Max :: Texturing Faces Of Same Polygon
Mar 29, 2012
I have made a cube, and given a basic cube UV map. The material I want is a standard 2D map (say noise). The problem is that each face gets the same pattern of noise. I would have the same result if I had a basic bitmap as the material.
My solution has been to make a Multi-Sub material, and then use a different noise seed for each side of the cube. This works fine, but it makes it time consuming to do something like change the color of the cube (as I would have to edit 5/6 materials).
So, I am asking, is there a way to either make the UV behave as if each face was part of the same "thing" (spread one noise map over the image/stretch the bitmap). Perhaps make an object use multiple materials (or something like that), so that I can have a Multi-Sub for a greyscale noise, and then a basic color that I can change to effect all of the sides at once.
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Aug 12, 2011
in order to get a head start on my next class, I bought the book: Introducing Maya 2011 by Dariush Derakhshani and have been following along with the tutorial projects within.
The issue I am having is probably a silly noob thing, but I can't get the selection handles (for polygon faces) to show up on a simple polygon sphere. I can see the handles on the corners of individual faces, but not the ones that are supposedly in the center of each face.
I have tried going to Display > Transform Display > Selection Handles but nothing happens. I have tried this while selecting the sphere with options under both "Select by Object Type" and "Select by Component Type" with no results.
I am running Maya 2011 on a Macbook Pro on OSX.
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Dec 13, 2011
i'm having a lot of troubles with a free rig i downloaded at creativecrash [URL]. I'll keep it short as i have quite a lot of things to explain: I animated my shot, and everything was ok. Now i have to shade/light/render my shot using vray, trying to create brand new vray materials; I started from my robot-character. Here comes the problems: - I can't select the polygon geometry(i asked the rigger, and he said the geometry were imported as references at rigging time). There are no geometry layers in reference or template, then there must be somthing else causing me the problem. I can access to the object via hypershade, i can click on the shape node and i can see the geometry selected, but then, when i try to access faces, i can't select them!in no way. This means i can't create selections for materials, and so i can't shade as i liked. I tried to selecte faces using the select by materials feature in the hypershade (as the character has some pre created basic materials)but again, i'm not free to assign materials where i want, and i just can use the pre-existing face selections and work on those, but it's not enough for me. [URL]
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Aug 15, 2013
Is there a setting for extruding polygons so it doesnt leave the original polygon.
When i extrude a polygon into a 3D solid, it extrudes fine but it also keeps the original polygon which means i have to delete it?
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Jan 11, 2013
i got Inventor recently, and i've been working on a model of a longboard just to teach myself how to use the tools in Inventor. right now i'm trying to color areas for the griptape pattern so i drew the 2D pattern and projected it onto the 3D model of the longboard. but when i tried to split the faces of the model along the projected pattern only a few of the projected lines split the faces. for other faces i kept getting these errors:Â
Create parting line failed Crane.ipt: Errors occurred during update Split11: Could not build this Split The attempted operation did not produce a meaningful result. Try with different inputs.
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Jun 29, 2005
if it's possible to do kind of 3D-texturing in photoshop.
The grid looks very ugly as it's just a flat pattern on top of the model. I'd imagine photoshop could somehow do 3D-texturing based on the bevel blending I´ve used in the model.
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Apr 16, 2007
Anyone used/bought this DVD ?
It sounds like it would be interesting, but I don't think I want to spend that much on it unless I had some reliable information.
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Jan 25, 2007
I have a high resolution image for an event we're promoting. The theme/title is "Breaking the Mold" I had a hard time thinking of a concept to go with and have sketched a few things out.
But I really want this to look like a movie poster or a game cover. Anyway the conference is, from what I'm told is to deal with leadership and breaking the way things are normally done.
So I figured I'd try something like a guy kneeling or standing in a business suit, tearing his coat off, like a Superman type deal, but have only half of the image as a statue, while the top half is the man breaking out of the mold (so to speak).
So my question is, once I find a suitable image, how can I take a textured image or background and lay it over the man's body to make it look like he's in the mold itself.
I have thought about creating a brush with the texture and painting over the man and setting layer effects to "pin light" and setting opacity. While this works with paint pretty well, I figured it might work with texture.
But how do I create the brush with the texture for a high resolution image?
Now after I crop the man out of whatever background he's in, and I take a complete huge picture of a statue, plaster, broken concrete, can I just lay it over the man. Because I've tried it with a quick sample I had as a test and set the layer settings to all the ones on there, but the concrete would not wrap around the shadows, and highlights well. The texture would remain flat and not have depth of the man's body.
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Mar 16, 2012
I am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.
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Mar 9, 2011
I am having a problem when texturing using the viewport canvas. Whenever I activate the brush tool, the light on the texture seems to change. The first image shows what the texture should look like. The 2nd image shows what happens when the brush tool is active. The texture for the body gets washed out. I have my viewport settings on default lights and hardware shading turned off. I've deleted all my lights in the scene but it doesnt seem to matter.
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Jan 10, 2012
I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.
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Nov 24, 2011
I'm using the 64bit version of 3Ds Max 2012 (student licence) and I've been having a bit of trouble with a bit of functionality I'm used to using that doesn't appear to be available in this version.
Basically, I want to add a .mov (or .avi - a movie file) to my alpha map. I've done this before in earlier versions with no issues and it's exactly the effect I'm looking for in this scene I'm working on. When I go to add either of those file types they simply don't appear in the 'bitmap' section while browsing files.
From looking online I've heard that this is an issue only in the 64bit version and it works perfectly well in the 32bit. My questions are:
- Is this an issue that's being worked on, a deliberate product feature (why?), or an oversight?
- Are there other movie file types that do work in the 64 bit version that I can use instead?
- Would uninstalling max and reinstalling with the 32 bit version have a negative effect on the files I've created within my current version?
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Jun 14, 2013
how to texture and render like how they did in the movie: OnePiece 3D Mugiwara chase, here is the link: URL.... If you'll notice the textures aren't that detailed and the characters seem to have a black outline in most places, which changes as they pose differently, also the eyes aren't exactly a seperate 3d object which has been placed in the eye socket, the eyes are somehow just placed in their respective locations and animate as the characters look somewhere else.
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Aug 13, 2012
I saw a video of some guy making a texture for a 3d model in photoshop and time to time he switched to a window where he could see and manipulate the 3d model with the unfinished texture and no, he didn't save the project and apply it everytime. I was wondering if that was a plug-in or something like that.
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Jun 23, 2003
Pretty much my main downfall when it comes to working with Photoshop, is my lack-of-expierence with texturing.
For example, I'm trying to figure out how to make a gray-ish type metal texture.
Basically, are their any *general* tips to get me going, on texturing? Using the metal example?
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Apr 10, 2011
as you see in the pic, top is blue and bottom is gray.I approached this by applying texture to selected polygons.I don't want to detach the mesh.
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Feb 11, 2014
I'm working on a hobby project for a game in Unity3d. When it comes to texturing my Maya models and bringing everything into Unity, I often find myself lost in a very tedious workflow. How to organize the texturing process between different applications.Here is what I'm doing right now:Â
1. export UV snapshot from Maya and open it in Photoshop
2. use premade textures, photo reference and hand painted images in PS to build a diffuse texture
3. export as an image file and check it on the model in Maya
4. go back to PS, adjust and start building a specularity/gloss map, as well as use premade normal map textures or hand painted bump maps to create all those different maps
5. export layer groups from PS into individual texture file (diffuse, specular, normal, emission etc...)
6. assign everything in Maya and check if it looks ok (I prefer doing this in Maya, so I could change the model or UVs if needed)
7. export another set of texture maps from PS to meet the requirements of Unity (diffuse with gloss in Alpha channel ect)
8. assign and test everything in unity and make prefabs for my developer
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As you can see I spend a lot of time on exporting up to 6 versions of one texture for different purposes for Maya and for Unity. Everytime I want to change something, I have to manually go in and re-export and refresh those textures. I'm trying to use actions in Photoshop and a Mel script in Maya to make that easier, but still it's a lot of tedious work spent on just updating images.Â
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I actually started off using PSD networks in Maya. I would create my material, let Maya create a PSD file with different layer sets assigned to my shader and let it all refresh at once without having to export. That sounds like a reasonable workflow, but I stopped using it, because networks with layer sets only support flattened Photoshop data, so no layer effects and non-destructive editing from within PS. And every once in a while my PSD network would break and corrupt my PSD files, making it impossible to save them or open again.
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Jul 26, 2012
I'm working on 3d branding, so I need to be very accurate on texturing because of graphic logo and words.Although the model wasn't so complex, somehow texture him so messed, there a distortions on corners.the checker pattern isn't seem correctly on model.I've tried every method (3Ds max 2012):
1. select edges and convert them as seams, and choose the faces for making them planar, or on projection.
2. relax
3. flatten map and stitching
4. simple projection
5. uvw map paste
6. strigthen and so on.
I'm looking for result like this: URL....but I have to say that on my model, the graphic in his sides too, and not a solid color.
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Jan 16, 2013
I have a question that involves texturing multi objects for a single model.
1 - should I texture the peices first and then attach them together
or
2 - should i attach the pieces together and then texture them.
Also, once the model are attached, should I still weld the vertices and if I dont weld them, will it affect the animation when I rig the model?
Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013
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May 18, 2013
I have some textures, and i am trying to pack them into texture atlas. All of them are RGBA png's generated with PIL (Python Image Lib). I am opening all of them in gimp and copy-pasting them into their new place in texture atlas.
But i have noticed something strange, i am storing specular map in alpha channel of my diffuse textures, and emission value in alpha channel of normal textures.
The problem is, that GIMP does not copy pixels with 0 alpha value into clipboard. So, when i am trying to copy a normal map from source to atlas, and if emission value is 0, then GIMP is not copying anything, i am getting empty layer pasted into my atlas, if there are 0 alpha value pixels in diffuse map they are not copied to destination, even selection outline shows that there are no pixels in places where specular is set to 0.
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Sep 3, 2013
We do a lot of 3D texturing for models. While CS6 was doing that just fine, CC has a problem. When we paint on 3D model directly, it has a 0.5-1 second lag. That's acceptable, as it's not used much. However from CC it started to lag even when painting directly on unfolded texture. Which basically interferes with our job.
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It seems that there is no applying step anymore when switching from flat texture to 3D view and all changes are applied on 3D immediately when we paint on flat texture. Release notes say it's a 100x speed improvement, but we don't really see it. We see this behaviour on 2 computers: OS X one and Win8 one.
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So my question is - can we turn immediate change applying on 3D model off?
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Jan 23, 2004
Im wondering how to texture say a face with a motherboard, so that the motherboard takes the shading and everything of the face.
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Jun 15, 2012
So Im trying to make a star wars racer. Im currently making the shell of the engine and for some reason a single polygon deletes outside of a selection. Its weird because I shift click the polygons i wanna delete to delete all of them in a line so i dont have to delete 1 by 1 and for some reason that 1 polygon outside of that strip deletes too.
Im new to 3ds so how to add that polygon back? It was too far back for me to simply undo this so I need a way of attaching a new polygon onto that object.
Heres a screenshot, its that red bit missing.
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Jun 12, 2012
include a polygon with desired form into existing polygon? There is a box (Editable Poly) and text (Editable Poly). What I need is to make text polygon part of upper polygon of the box (and to extrude it inside). I can do it by other means, just curious. Guess "including" is not correct term for what I ask
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Jul 19, 2011
Just purchased as graphics card and having problems setting it up but then I'm not that good at understanding the necessary set up to get rid of the edge. Much rather model with just polygons.
3DS Max 2011. When in to customize > Prefetence Settings > Viewports. Adjusted the drivers to OpenGL and the picture I am using to model becomes so distorted that I'm unable to use it. So if I use Direct3D, DirectX 10.0, the picture shows the fine however I end up with the edge showing through the polygons which bothers me. Is there a way to get rid of the edge going to the polygon or do I have to just put up with it.
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Nov 14, 2012
How to split polygon?I am using "bpoly" function when I split the polygon but It's inconvenient. Any better way to split polygons?I go over the functions through help desk.
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Jul 13, 2012
Like as the image, there are dividing lines(yellow) in a region (red). How can I get each type of polygon with VBA?
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Nov 25, 2011
How can I extrude or bevel a cicle from a square polygon? I tried the inset too but the only makes another polygon inside the original. Also I am using the student version of Max, if that makes any difference. I do however have access to the full version of Max at my University.
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Jul 15, 2011
If you have several lots consisting of separate polyline for each side of the lot, whats the best way to convert those into polygons, so I convert to a shp file.
Civil3D 2013
Windows 7, 64 bit
Intel i7 2600 @ 3.40Ghz
16 GB RAM
Nvidia Quadro 600
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Apr 18, 2013
I just cannot move any polygon that I've created using the Polygon Tool. After making polygons, I ensured they had not been locked and selected the Move Tool to move them to no avail.
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Nov 29, 2013
how to get the Polygon Lasso tool on my Mac version of Photoshop 12.1 (CS5)? It's on my PC version of the program, but I can't find it anywhere on my Mac version.
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